|
Post by Zero-Feeling on Jul 2, 2014 0:23:35 GMT -8
Here is a list of the spell changes made.
Magic Weapon Gives temporary damage bonus of 1d4 magic
Darkfire Gives a temp damage bonus of 1d4 fire
Greater Magic Weapon Gives temp damage bonus of 1d6 magic
Flamelash Gives same effect as darkfire for druids pets or allies Not usable on self
Invisibility (possibility for archers with high spot to see you) 30 second duration 180 second duration with meta magic
Improved Invisibility 60% concealment 60 second duration 120 second duration with meta magic
Natures Balance Heals up to 200 HP Meta magic heals for 200 solid
Wail of the Banshee Party and non hostile friendly
Time Stop Has 15 minute cool down sends message to DM : player or NPC that used the spell
Bombardment Party friendly
Camo gives 30% conceal
Mass Camo Gives 60% conceal
Cloud of Bewilderment Party friendly
Continuous light dispels once item is unequipped.
Summon Creature I-IX Summons are based on your class Bards - Flashy Animals (rare) Druids - Animals Rangers - Stealthy Animals Clerics Undead Wizards - Golems Sorcerers - Elementals
If I find more while going through them I will add to this list.
|
|
|
Post by dante2377 on Jul 2, 2014 6:54:19 GMT -8
also note for Imp Invisibility, the concealment seems to last the standard duration (1 turn/caster level or 2 turns/caster level if extended); the durations above only seem to affect the invisibility effect. I like how that's done. also, the darkfire spell also scales like the flame weapon spell you mentioned in a different spot (1d6 at level 10 and 1d10 at level 20 or something like that). My cleric who has 21 cleric levels gets d10 fire. also note that the temp damage bonuses you get from the items in the shop (hearth stone, etc) have an interesting stacking: - they are timed and don't get dissipated via rest - if you have a temp damage bonus from a spell (e.g. darkfire, GMW) and use the stone after, you'll get both damage bonuses. - however if you have the stone damage bonus active and then cast a spell that adds a temp damage after that, it will overwrite the stone damage bonus (e.g. you won't get both). Also for the cleric summons, Summon I - VII are undead, but Summon VIII is a Bone Golem, which is a golem (construct), NOT an undead (so no Stone Bones spell on it) and Summon IX is an Outsider, not an undead. They're both strong, just not undead (e.g. you can heal them with normal healing and greater restoration spells if you want). Also the cleric summons have been modified like the ranger/druid companions to be able to be healed via dialogue when not in combat.
|
|